Skullgirls Suggestions Thread (Please read OP!)

With the advent of the new Guilty Gear, some interesting system stuff was introduced that I’d like to see.

A bar somewhere to show how much you can stagger out.

And an indicator for where the combo can be teched out of, which would take out some of the guesswork in these fake combos.

Other than the blue circle on the ground?

It’s hard to keep track of tbh.

The purple poison doesn’t pause during the animation, however it does stop end mid-way if you apply it and cancel that into a level 3. Oddly enough it ends as soon as she says “tell me where it hurts.”

To be honest, I get tired of seeing the cinematic but I’m not one to scoff at the damage. I’ll post some actual numbers later today on the valentine thread and link/copy them here.

Can we have the option to pushblock with KK instead of just PP? Been playing a lot of vsav lately and I wish this option were available.

Super easy accessabiligy option to add to the character select screen –

I’ve sat with multiple people already that didnt know how to do button check on the char select screen. Just add an icon somewhere showing something like “button select = blah” or whatever. Would def be good.

If this is the case, may I humbly make the suggestion that all of Valentine’s poisons pause during any event which pauses the clock, namely cinematic supers like Valentine’s and Double’s level 3s?

I’d much rather have that than the PP in the first place. PP is already mapped to Dash. I don’t want to pushblock with it :[

I don’t mind explaining my reasoning, but it’s really all in my first post under the non-tl;dr thread and I don’t want to spam this thread with the same suggestion over and over again, no offense.

If any other poison just paused it’s duration during a clock pausing event, I would be fine with that. In fact that would be a great addition! 6 frame input lag after a super would lead to big damage > DHC > reset and with the nerf to green poison, pausing it just makes it last longer and you could DHC into a green poisoned character without adding to the IPS.

However pausing the purple poison timer during a cinematic super is incredibly detrimental, especially against a character with low health since purple poison can never kill an opponent. Say it did pause, and the opponent survived your level 3 with 10% or less hp. The combo that might have been fatal if the cinematic had run/the poison didn’t pause now leaves the opponent with >10%HP and at the opposite end of the screen. In those rare situations, it sucks.

Here’s a very basic example: 1v1 valentine mirror match: Life totals for both characters is 14,300, damage modifier is a 1.00. Combo used in each example is 236P xx 214PP (HP Dead Cross into Level 3). The poison applied combos have you directly combo a loaded poison into a level 3, so combo scaling isn’t being taken into account. Whats being taken into account is the damage during the super if the poison timer was paused.

Without LP Poison (purple): Hit 1(dead cross) Damage = 300. Hit 4(End of Izuna drop/table plant) Damage = 1,000. Hit 5(Skull flash) Damage = 5,000.

With LP Poison Loaded: Hit 1: (dead cross) Damage = 300. Hit 3 (valentine grab’s the opponent before rising) Damage = 475.
Hit 4(End of Izuna drop/table plant) = 2153. TIME WHEN POISON ENDS(Valentine says “tell me where it hurts”) Damage = 2837. Hit 5(Skull Flash)
Damage = 6837. The difference in damage is 1,837.

Using the same combo, valentine vs. valentine:
2v1 Damage Multiplier 1.30: Opponent’s Health 28,600. Damage without poison is 6890. Damage with poison is 9888. Damage difference is 2998.
3v1 Damage Multiplier 1.00: Opponent’s Health 28,600. Damage without poison is 5300. Damage with poison is 8268. Damage difference is 2968.
3v2 Damage Multiplier 1.00: Opponent’s Health 16445. Damage without poison is 5300. Damage with poison is 7309. Damage difference is 2009.

If you applied the poison earlier in the combo, or you actually used a bnb I’m sure the damage will be slightly different than the numbers I’m coming up with. My suggestion is just to consume the remaining purple poison damage before the cinematic, preferably at the end of the izuna drop/table plant, so players don’t have to worry about watching the entire animation to see if they killed the opponent or not. The “added” damage will appear to be a burst of damage which would have happened if they had watched the cinematic anyway, according to my numbers the “added” damage should never really total above 3k.

But the purple poison was DESIGNED so that it’s 1. good against solo characters and 2. only good when characters have more than 20% health.

It doesn’t make sense for the poison to keep going on by using a cinematic that otherwise stops everything else in the game (except in the case of Double’s level 3 when it only catches the assist, I suppose), I’m assuming it’s more an oversight than anything else. It doesn’t make sense for the cinematic to trigger a burst of damage when it’s inherently a DoT effect, that would mean you could instantly tack on an extra 10% of the opponent’s HP to your damage for very little cost, and that’s asinine.

If you want your poisons to stay effective, you should use it earlier in your combos and before your opponent is below half life. It doesn’t make sense to change the game to accommodate YOUR playstyle just because a specific poison setup is no longer AS effective.

I apologize in advance for the thread being derailed, I didn’t think I would need to drive my point in this hard or be this thorough with an explanation.

Not trying to be a smart ass here, but a lot of things done in design don’t end up being used how they were designed. As a matter of fact, I barely even see the purple poison being used at all now save for a couple of locals. With my suggestion the damage currently won’t change, it will just change when it is applied.

It stops everything else in the game besides damage, and purple poison does damage. If I happen to have a purple poison loaded and then do 236P xx 214KK DHC MS. Fortune’s 214PP the poison will still be doing it’s damage during the animation. The only difference is that other level 3’s don’t have a cinematic that can’t be skipped.

It currently tacks on the 10% right now anyway if I do 236P xx 214PP with a loaded syringe. However as I stated in my first/second post I don’t want it to do an additional 10% if the victim is poisoned, I want it to eat up the rest of the poison timer and do the remaining damage which it would do anyway if the animation was allowed to play through. For instance lets say I started a combo and I did the poison a while before I did the level 3 and it has 3% health left to do but I want to skip the animation because it takes a while. I hold down P to skip the animation, the remaining poison is consumed and it deals 3% of their total health.

This isn’t about play style or extra damage. This is simply a suggestion to ensure that I get the amount of damage I paid for even if I skip the cut scene. It’s a lot better than the alternative which is: Don’t skip the cut scene.

SkullGirls team, please add some social elements to this game, I think it will make the gaming experience a lot more fun (I remember back in Kaillera, the only reason that motivated me to get better was because of my guild):

  1. Guild system: Allow top ranked players to make guilds and guild tags (tags can be texts, symbols, or graphics; they can be in front, behind, or both ends or player’s name). A player must acquire permission from the guildmaster or recruiter to join. A guild can give ranks to its members.
  2. Conquer system: A Guild may conquer regions by winning ranked fights against other guild players; Top Ranking Guilds get updated monthly or weekly.
  3. Rivalry system: Rival guild members will have their names in red color. Modify your match maker to “find rivals” and it will try to match you up with rival guilds. If no rivals are online, it’ll match you with someone random. (Rivals: red, Allies: blue, nothing: white)

I know this has been mentioned, but again character profiles, but on top of that have the profiles animated for the “playable characters”, have a list of their normals, command normals, and supers, and show the actual commands being animated. They did this in fable, and Kingdoms of Amalur: Reckoning to show what the desired ability did.

I think that tinkers with a fundamental part of the game, that being “pushblock well or else you’ll dash into an opponent’s attack”. I.E. I think it’s a feature, not a bug. But if both KK and PP were dash, that wouldn’t matter.

I think Mike said something about option selects being the reason why it wasn’t in before? I hope he reconsiders.

Edit: Unlike some other Robin Hoods, I can search the archives… I can also speak with an english accent.

RPG4Life, I tried the KK->dash/pushblock thing and it’s completely inoffensive to use. However! It means I have to lock out assisting a lot more of the time when you’re holding buttons down, so I’m actually going to leave it out for that reason.
Tech-speak: for example, Assist1 is LK+MP/LP+MK. Trijump Short is PP~LK. If you use the slide method, you are hitting (LP+MP)~LK…so I actually have to lock out kara-assist with any P~K if another punch button is held, so you don’t always get an assist if you try to do a trijump, or a dashing kick. You can still do assist while holding a punch with P+K on the same frame, or K~P. If I add KK dashes, then a possible trijump LP becomes (LK+MK)~LP, and similarly I would then have to lock out assisting with K~P if you are holding another K…which would mean if you are pressing any other button your only option to assist is to get the two buttons on the same frame. That’s too mean for most people, and I want Peacock to be able to call assists while dropping items, so I’m leaving out KK dash.

DOH, that means we are probably never getting it. I wish it were like, a toggleable option that you can choose. KK dash on or off for players that do/don’t want it. That’s probably a dumpload of work though that they probably don’t have time to do.

Actually… wait… I just thought of something that I really should have thought of before. A big motivation behind this was “Peacock should be able to call assists while dropping items.” Does this mean we won’t ever see people with a “hold down kick” move? Cause then they would be in the exact same humped situation.

… more of an argument for a toggle option (heck, depending on what character/moves come out, I might even want to toggle PP dash off.) Doesn’t make it any less of a bitch to program though.

This has been stated in other ways such as statistic tracking and such, but player cards would be cool. And then some icons and titles like in UMvC3 would be neat, with various unlocks. Just a way for the game to become a bit more personalized outside of palettes.

Speaking of palettes, a future one should feature mango colored shimapan. Yeah, make it happen.

VS. Mode:

I’d love it if you could build a “reserve” team like you can in UMvC3. It’s not a huge amount of work to pick you team and set their assists, but it would be outstanding to be able to press a button and select “reserve team 1” with all of you characters, palettes and assists ready to go.

Secondarily, I’d like to be able to press SELECT at any time during the character selection screen to clear my team and make me choose again. Currently, you can only do this during certain times - such as if you select “play again” and your opponent picks “character sleect”. This would also be good for when you pick the wrong palette but have already committed your team choice.

With the incoming Steam release, is there hope for a SG port for Linux and Mac?

Linux support would be amazing. +1 to this, but it would be an extra version to support.

Though, if Mac and Steam support is added down the line they can include Skullgirls in a Humble Indie Bundle in the future.

This… would be huge. I’m not sure about what that’ll do to the health of the community, though.

online social elements would be pretty sick. Heck I’d be just happy to have a lobby with up to 4 people in it chatting while playing matches. It would help the online scene a whole lot.